Log In  

BBS > Superblog
Posts: All | Following    GIFs: All | Postcarts    Off-site: Accounts

So, this may not work in future versions of Pico-8, but right now, I've noticed that if you do a load() within your game game code, you still have your base ram untouched until you run run(). With that info, you can use objelisks technique (https://www.lexaloffle.com/bbs/?tid=1860) and use cstore(x,y,z) and some empty space in the spritesheet to transfer info from one cartrige to another. Then use run() to switch to the new cartrige and peek to read back the transfered info. A single sprite equals 32 bytes with is good enough for a metroidvania.

As I said, there's no guarantee that load() will work like that in the future and it probably wouldn't work like that on a "real" Pico-8 console, so in a way it could be considered cheating. But right now it works.

5
6 comments


Sorry, this cartridge is not currently available.
by
Cart #10269 | 2015-04-28 | Code ▽ | Embed ▽ | No License

thanks guys! :D We've added an updated version that now uses a rather scary looking "MASTERBUN/GLITCHBUN" to draw all of the sprites (except the chubby one), using pal() to recolour the different areas as needed to save space.

We went from 6 sets of 2x2 sprites at 4 frames each (96 sprite-blocks) to only 2 sets (32 sprite blocks, + potential for more buns). This is especially important since we have not decided if we want to use the shared memory space for sprites or for the map.

The only problem is that pal(x, 0) remaps x to actual black instead of transparent, as I expected. Unless I find a work around I will have to create additional master-sprites for bunnies with bows on one and both ears (bringing the total back up to 64 blocks), which is really too bad.

This is my first time programming a game myself (and the first time working with my sister!) and I'm really please with how things are going. If anyone knows the solution to the transparency/black problem, I'd love to hear it!

old version:

[ Continue Reading.. ]

5
5 comments


Cart #10212 | 2015-04-25 | Code ▽ | Embed ▽ | No License
22

Two-player deathmatch game. Players draw lines which will damage the other player if touched. Pick up ink bottle power-ups to increase your draw speed, ink reserve, and refresh speed. Includes 9 characters and 14 randomized maps.

Player 1 keys: Cursors + Z / N
Player 2 keys: SDFE + tab / shift

X/Q change the player color on the home screen.

This is a complete version of my entry into Ludum Dare 32: An Unconventional Weapon. http://ludumdare.com/compo/ludum-dare-32/?uid=15743

22
5 comments


ver 0.8 (15244 chars)

Cart #10992 | 2015-05-29 | Code ▽ | Embed ▽ | No License
25

Controls: Left, Up, Right, Down to move. A + Direction: interaction without moving.

[hidden]

ver 0.7 (14903 chars)

Cart #10981 | 2015-05-29 | Code ▽ | Embed ▽ | No License
25

ver 0.6 (15275 chars)

Cart #10953 | 2015-05-28 | Code ▽ | Embed ▽ | No License
25

ver 0.51 (14441 chars)

Cart #10481 | 2015-05-05 | Code ▽ | Embed ▽ | No License
25

ver 0.5 (14228 chars)

Cart #10450 | 2015-05-04 | Code ▽ | Embed ▽ | No License
25

ver 0.4 (13327 chars)

Cart #10424 | 2015-05-02 | Code ▽ | Embed ▽ | No License
25

ver 0.3 (12420 chars)

Cart #10391 | 2015-05-01 | Code ▽ | Embed ▽ | No License
25

ver. 0.2 (11575 chars)

Cart #10356 | 2015-04-30 | Code ▽ | Embed ▽ | No License
25

ver. 0.1 (6373 chars)

Cart #10210 | 2015-04-25 | Code ▽ | Embed ▽ | No License
25

Hi everyone!

Many thanks to the creators of the most awesome, briliant thing since the wheel :)

Got hooked up on Thursday evening (thanks Rezoner ;)) and this is my work in progress on a clone of a very popular game from Atari / Commodore. Not all core features are implemented yet, but since I'm currently at 6.3k / 15.3k there is still plenty of room :)

There is no restart or menu so if you die, you need to restart the cart (I'll have the menu in 0.2, I promise :)).

[ Continue Reading.. ]

25
10 comments


Cart #10208 | 2015-04-25 | Code ▽ | Embed ▽ | No License

I am SHITTY at music. Also fairly terrible at pixel art and code structure.

0 comments


Hey!

After rebooting the console (using the command REBOOT),
the text editor doesn't compute line breaks. It displays all lines overlapped at the top.

Tested in OSX Yosemite 10.10 only!

0 comments


Hey everyone! I recorded a quick screencast on how to get started with responding to player input and animating a sprite to match the input.

Check it out!

1
7 comments


I don't know if this is a bug or feature, but it seems to me that nested loops do not work.

I attempted to use the following code, debugging the text showed that only one loop occurred:

local x=0
local y=0
while(x<16) do
 while(y<16) do
  val=mget(x,y)
  print(val)
  y+=1
 end
 x+=1
end

I don't know if this is intended or a limit of lua, but I was able to work around it with the following code:

local i=0
while(i<256) do
 local x=i%16
 local y=(i-x)/16
 val=mget(x,y)
 print(val)
 i+=1
end
2 comments


Cart #10188 | 2015-04-24 | Code ▽ | Embed ▽ | No License
4

Working on making a simple RPG style game, so far I've just been working on getting the very basic movement and collision detection code working. Let me know if you have any questions. Thanks!

4
1 comment


Cart #11093 | 2015-06-03 | Code ▽ | Embed ▽ | No License
261

Here's the small shooter I made with the early version of pico-8.

  • fire with Z
  • launch all missiles with X
  • missiles recover with time
  • missile deal double damage on non-shielded targets
261
30 comments


Cart #10177 | 2015-04-24 | Code ▽ | Embed ▽ | No License
2

I'm not much of a musician, but I made this this morning. Yay bleeps!

2
0 comments


Hey.

I really like PICO-8 - it's really helpful to be able to learn a little tool, and stay inside that same tool until I finish a whole game.

However, one of my goals in playing with PICO-8 is to practice Lua.

Is there a way to turn off the PICO-8 specific syntax, so that I don't acquire "bad habits" of using += or whatever?

Thanks!

Johnicholas

8 comments


A silly face generator. By me.

Cart #10173 | 2015-04-24 | Code ▽ | Embed ▽ | No License
4

4
0 comments


Cart #10169 | 2015-04-24 | Code ▽ | Embed ▽ | No License
3

I'm not 100% sure this is working correctly but it was a good first try.

-- conway's game of life
-- by ian seyler

maxinit=1400

cls()
for t=1,maxinit do
 x=rnd(127)
 y=rnd(127)
 pset(x,y,15)
end

while(1) do
 for y=0,127 do
  for x=0,127 do
   neigh=0
   for tx=-1,1 do
    for ty=-1,1 do
     if(pget(x+tx,y+ty)==15) then
      neigh+=1
     end
    end
   end
   if(pget(x,y)==15) then
    neigh-=1
    if(neigh<2 or neigh>3) then
     pset(x,y,0)
    end
   elseif(pget(x,y)==0) then
    if(neigh==3) then
     pset(x,y,15)
    end
   end
  end
 end
end
3
3 comments


Cart #10166 | 2015-04-24 | Embed ▽ | No License


wow a lot.

1 comment


[#9000

totaly by etain.

1 comment


Cart #10159 | 2015-04-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

experimenting with pico hardware

neato features:

persistent loading/saving (not sure yet if this works in the web player?)
day/night cycle
shitty music

2
2 comments


While studying the jelpi.p8 file I noticed that its using some things that aren't documented in the manual (pico-8.txt) file so I figured I'd post it here.

Missing math function:
sgn(x) returns -1, 0, or 1 based on the sign of the input value, currently passing in 0 returns 1 (maybe a bug)

Missing optional properties:
spr(n, x, y, [w, y, [flip]] the normal draw sprite function can also take the optional flip bool (not documented)

4
2 comments


Is it possible to update a cartridge that has already been submitted? I couldn't find any option. I know these are supposed to be actual cartridges so maybe there could be an "Issue Recall m( )m" button.

1
5 comments


Cart #10151 | 2015-04-23 | Code ▽ | Embed ▽ | No License

This is just me trying to learn how to use the map data. That tempting "door" at the top doesn't work yet.

2 comments




Top    Load More Posts ->